World's Best Scientists 2026 revealed!

D-Index & Metrics

Computer Science

D-Index
43
Citations
6527
World Ranking
8077
National Ranking
3462

Overview

What is he best known for?

The fields of study he is best known for:

  • Artificial intelligence
  • Computer vision
  • Human–computer interaction

His primary areas of study are Multimedia, Human–computer interaction, Mixed reality, Augmented reality and Virtual image. He works mostly in the field of Multimedia, limiting it down to topics relating to Optical head-mounted display and, in certain cases, Advertising and Rendering. While the research belongs to areas of Human–computer interaction, Kevin Geisner spends his time largely on the problem of User modeling, intersecting his research to questions surrounding World Wide Web and User experience design.

The concepts of his Augmented reality study are interwoven with issues in 3d space and Avatar. His Virtual image course of study focuses on Object and Computer graphics. His work in the fields of Computer vision, such as Motion capture, overlaps with other areas such as Physical space.

His most cited work include:

  • Recognizing user intent in motion capture system (290 citations)
  • Realistic occlusion for a head mounted augmented reality display (247 citations)
  • Personal audio/visual system (207 citations)

What are the main themes of his work throughout his whole career to date?

His scientific interests lie mostly in Human–computer interaction, Multimedia, Artificial intelligence, Computer vision and Augmented reality. His studies in Human–computer interaction integrate themes in fields like Computer security and User modeling. Kevin Geisner combines subjects such as Session and Optical head-mounted display with his study of Multimedia.

His Gesture and Motion study in the realm of Artificial intelligence connects with subjects such as Physical space and Position. His work in the fields of Field of view and Image overlaps with other areas such as Geography. His research investigates the connection between Augmented reality and topics such as Virtual image that intersect with problems in Object.

He most often published in these fields:

  • Human–computer interaction (35.21%)
  • Multimedia (33.80%)
  • Artificial intelligence (33.80%)

What were the highlights of his more recent work (between 2012-2016)?

  • Augmented reality (30.99%)
  • Human–computer interaction (35.21%)
  • Virtual image (21.13%)

In recent papers he was focusing on the following fields of study:

The scientist’s investigation covers issues in Augmented reality, Human–computer interaction, Virtual image, Multimedia and Computer graphics. His research on Augmented reality frequently connects to adjacent areas such as Rendering. Kevin Geisner studies Human–computer interaction, focusing on Mixed reality in particular.

His Virtual image study combines topics in areas such as Method and Object. Kevin Geisner has included themes like Advertising and Optical head-mounted display in his Multimedia study. His study in the field of Graphical content also crosses realms of Virtual retinal display.

Between 2012 and 2016, his most popular works were:

  • Product augmentation and advertising in see through displays (156 citations)
  • Executable virtual objects associated with real objects (119 citations)
  • Virtual light in augmented reality (104 citations)

Best Publications

  • Recognizing user intent in motion capture system

    Relja Markovic;Stephen G. Latta;Kevin A. Geisner;Jonathan T. Steed

  • Realistic occlusion for a head mounted augmented reality display

    Kevin A. Geisner;Brian J. Mount;Stephen G. Latta;Daniel J. McCulloch

  • Personal audio/visual system

    Kathryn Stone Perez;Stephen G. Latta;Ben J. Sugden;Benjamin I. Vaught

  • Exercising applications for personal audio/visual system

    Kevin A. Geisner;Kathryn Stone Perez;Stephen G. Latta;Ben J. Sugden

  • Product augmentation and advertising in see through displays

    Kathryn Stone Perez;John Clavin;Kevin A. Geisner;Stephen G. Latta

  • Collaboration environment using see through displays

    Kathryn Stone Perez;John Clavin;Kevin A. Geisner;Stephen G. Latta

  • Enhancing a sport using an augmented reality display

    Kevin A. Geisner;Kathryn Stone Perez;Stephen G. Latta;Ben J. Sugden

  • Displaying a collision between real and virtual objects

    Daniel J. McCulloch;Stephen G. Latta;Brian J. Mount;Kevin A. Geisner

  • Providing location occupancy analysis via a mixed reality device

    Kevin A. Geisner;Darren Bennett;Relja Markovic;Stephen G. Latta

  • Motion-based interactive shopping environment

    Kevin A. Geisner;Kudo Tsunoda;Darren Bennett;Brian S. Murphy

  • Executable virtual objects associated with real objects

    Ben Sugden;John Clavin;Ben Vaught;Stephen Latta

  • Configuring an interaction zone within an augmented reality environment

    Darren Bennett;Brian J. Mount;Michael J. Scavezze;Daniel J. McCulloch

  • Show body position

    Kevin Geisner;Relja Markovic;Stephen Gilchrist Latta;Gregory Nelson Snook

  • Virtual light in augmented reality

    Ben Sugden;Darren Bennett;Brian Mount;Sebastian Sylvan

  • Tracking groups of users in motion capture system

    Relja Markovic;Stephen G. Latta;Kevin A. Geisner;David Hill

  • Augmented reality with realistic occlusion

    Brian Mount;Stephen Latta;Daniel McCulloch;Kevin Geisner

  • Head-mounted display based education and instruction

    Kathryn Stone Perez;Kevin A. Geisner;Ben J. Sugden;Daniel J. McCulloch

  • Mixed reality interactions

    Michael Scavezze;Jonathan Steed;Stephen Latta;Kevin Geisner

  • Determine intended motions

    Kevin Geisner;Relja Markovic;Stephen Gilchrist Latta;Gregory Nelson Snook

  • Multiplayer game invitation system

    Stephen Latta;Kevin Geisner;Brian Mount;Jonathan Steed

Frequent Co-Authors

Stephen G. Latta
Stephen G. Latta Microsoft (United States)
Daniel McCulloch
Daniel McCulloch Electronic Arts (United States)
Brian Mount
Brian Mount Microsoft (United States)
Kathryn Stone Perez
Kathryn Stone Perez Microsoft (United States)
Alex Aben-Athar Kipman
Alex Aben-Athar Kipman Microsoft (United States)
Ben J. Sugden
Ben J. Sugden Microsoft (United States)
Steven Bathiche
Steven Bathiche Microsoft (United States)
Hrvoje Benko
Hrvoje Benko Facebook (United States)
Ken Hinckley
Ken Hinckley Microsoft (United States)
Paul Henry Dietz
Paul Henry Dietz Misapplied Sciences, Inc.

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